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[Dri-devel] Xft (RENDER?) + 4.2.0 + DRI binary snapshots == signal 11

2002-12-08 Thread Charl P. Botha
Dear list,

Can anyone (especially those running a current DRI binary snapshot installed
over an XFree86 4.2.0 installation) confirm an X crash (signal 11)
reproducible by starting any Xft-using application, i.e. anything that
renders anti-aliased fonts?  E.g. on my laptop xterm -fa mono does the
trick.

Any information on this would be greatly appreciated...  I know that just
installing a CVS build would work, but I like to know that the binary
snapshots also work.

Thanks,
Charl

-- 
charl p. botha http://cpbotha.net/ http://visualisation.tudelft.nl/


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[Dri-devel] Re: Radeon: lockup on state change

2002-12-08 Thread Keith Whitwell
Felix Kühling wrote:

On Sun, 8 Dec 2002 14:24:58 +0100
Felix Kühling <[EMAIL PROTECTED]> wrote:



Hi,

as I reported earlier there seems to be a race condition in the Radeon
driver when state is emitted while the card is processing vertices. Now



Keith, I just read your other message. Ok, so let's call it "failure" ;-)



I narrowed it down to tex[0], tex[1] and tcl states that appear to
require 3D to be idle. Can someone with Radeon specs confirm this? Other



That's exactly what you asked for :). More precisely, if TCL was
disabled I had to wait before emitting texture changes. If TCL was
enabled it was enough to wait before emitting TCL state. But this may be
due to the order of state changes. If TCL state is always emitted before
texture state, then waiting before the TCL state will also ensure that
3D is idle before the texture state change.



Felix,

I've committed the first version for now, because
	1) it's cleaner
	2) it emits at most 1 wait per statechange
	3) I'm not convinced that there are many statechanges that don't touch  any 
of tcl, tex0 or tex1 -- ie I think the second version would emit a wait on 
*almost* every statechange.

If you want to narrow the lockup conditions down further, feel free & I'll 
commit the results.

Keith






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[Dri-devel] problem with large textures on Radeon

2002-12-08 Thread Manuel Bilderbeek
Hi all,

Again, Michel D\"anzer suggested to mail this problem to this list. This 
is what I wrote him:

I'm a beta tester of the upcoming MSX emulator openMSX (see
openmsx.sf.net). This emulator also has a renderer based on the SDL GL
library. However, it seems that some things go wrong with this renderer
in its current implementation on my Ati Radeon 32MB SDR (and you know
I'm using the drivers from your site).

The author of this GL renderer, Maarten ter Huurne, suggested that the
problem was in my drivers. This is an original e-mail (partly snipped):

 Original Message 
Subject: Re: [openMSX-devel] Web site
Date: Sun, 1 Dec 2002 20:05:01 +0100
From: Maarten ter Huurne <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]

 > It's not that broken if it works on everybody's computer except
 > yours...

The code assumes textures of width 1024 are available, which is true for
some
GFX cards and not for others. However, it seems this problem also stops all
other texture mapping on Manuel's PC, I don't know whether that is correct
behaviour by the OpenGL spec or whether that is a driver bug (I guess the
latter).


The problem is that Maarten uses textures of 1024 pixels wide, which has
the effect that on my system the whole window stops being rendered. I
just get to see some old VRAM data of the GFX card (like parts of
previously run GL programs or so).

This is how I described it in another mail:

 > Well, only in the openMSX window, not on the whole PC... ;-)
 >
 > > behaviour by the OpenGL spec or whether that is a driver bug (I guess
 > > the latter).
 >
 > It is strange then that practically all other openGL apps work fine!
 > (OK, there are some glitches here and there, but nothing as serious
 > as this...)
 >
 > Before my SDLGL went completely dead, I was also still having the
 > problem that any Console background is completely white in the GL
 > renderer...
 >
 > I'm sure that I'm not the only one who has this problem. But most
 > people here have NVidia cards, I guess.

Can you enlighten us about this problem? Is it indeed a driver bug or
problem?
-

Michel suggested it was a problem due to low texture memory:
> Yes, it's probably the bug discussed on dri-devel, triggered by low
> texture memory.

However, this is his reply on my reply to that:
> I configured X to run in 1024x768, which gives me 17MB for textures
> (instead of the 2752kB at 1600x1200), according to the X log. The
> problem is still there. (As opposed to the Tux Racer problem, which is
> gone then, as previously reported...)
>
> ...?

Hmm, no idea then, seems to be a different problem after all. Please
post to dri-devel again.

Anyone else who knows what might be the problem?

Best regards,
Manuel Bilderbeek



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[Dri-devel] Been234It's YOUR MONEY!!! Been234

2002-12-08 Thread andreagill2276




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[Dri-devel] Re: Radeon: lockup on state change

2002-12-08 Thread Felix Kühling
On Sun, 8 Dec 2002 14:24:58 +0100
Felix Kühling <[EMAIL PROTECTED]> wrote:

> Hi,
> 
> as I reported earlier there seems to be a race condition in the Radeon
> driver when state is emitted while the card is processing vertices. Now

Keith, I just read your other message. Ok, so let's call it "failure" ;-)

> I narrowed it down to tex[0], tex[1] and tcl states that appear to
> require 3D to be idle. Can someone with Radeon specs confirm this? Other

That's exactly what you asked for :). More precisely, if TCL was
disabled I had to wait before emitting texture changes. If TCL was
enabled it was enough to wait before emitting TCL state. But this may be
due to the order of state changes. If TCL state is always emitted before
texture state, then waiting before the TCL state will also ensure that
3D is idle before the texture state change.

> state changes may not lock up the card but cause incorrect rendering. I
> havn't seen such behaviour, though. Again, what do the specs say?

You say, the card should know how to handle this. So if no one has seen
any problems so far, let's assume that's the case :)

> A refined patch for the user space driver is attached. A proper fix in
> the kernel would have to check the packet id in radeon_emit_packets
> (shared/drm/kernel/radeon_state.c) once we know exactly which packets
> are affected.
> 

Felix

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[Dri-devel] Radeon: race condition on state change

2002-12-08 Thread Felix Kühling
Hi,

as I reported earlier there seems to be a race condition in the Radeon
driver when state is emitted while the card is processing vertices. Now
I narrowed it down to tex[0], tex[1] and tcl states that appear to
require 3D to be idle. Can someone with Radeon specs confirm this? Other
state changes may not lock up the card but cause incorrect rendering. I
havn't seen such behaviour, though. Again, what do the specs say?

A refined patch for the user space driver is attached. A proper fix in
the kernel would have to check the packet id in radeon_emit_packets
(shared/drm/kernel/radeon_state.c) once we know exactly which packets
are affected.

Regards,
   Felix

   __\|/_____ ___ ___
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_Felix___\Ä/\ \_\ \_\ \__U___just not everything
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Index: radeon_ioctl.c
===
RCS file: /cvsroot/dri/xc/xc/lib/GL/mesa/src/drv/radeon/radeon_ioctl.c,v
retrieving revision 1.37
diff -u -r1.37 radeon_ioctl.c
--- radeon_ioctl.c  30 Nov 2002 14:24:06 -  1.37
+++ radeon_ioctl.c  8 Dec 2002 13:21:06 -
@@ -87,6 +87,14 @@
 
foreach_s( state, tmp, list ) {
   if (state->check( rmesa->glCtx )) {
+if (state == &rmesa->hw.tex[0] || state == &rmesa->hw.tex[1] ||
+state == &rmesa->hw.tcl) {
+drmRadeonCmdHeader *cmd;
+cmd = (drmRadeonCmdHeader *)radeonAllocCmdBuf( rmesa, sizeof(*cmd),
+   __FUNCTION__ );
+cmd->wait.cmd_type = RADEON_CMD_WAIT;
+cmd->wait.flags = RADEON_WAIT_3D;
+}
 dest = radeonAllocCmdBuf( rmesa, state->cmd_size * 4, __FUNCTION__);
 memcpy( dest, state->cmd, state->cmd_size * 4);
 move_to_head( &(rmesa->hw.clean), state );



Re: [Dri-devel] trunk and glaxium

2002-12-08 Thread Keith Whitwell
Felix Kühling wrote:

On 07 Dec 2002 02:07:03 +0100
Michel Dänzer <[EMAIL PROTECTED]> wrote:



On Die, 2002-12-03 at 23:17, Felix Kühling wrote: 

I just tried glaxium myself. And it freezes the Xserver here too.
However, I don't have to move the window :-/ it always freezes about 3
seconds after I enter the game. I also tried it without TCL. Then it
seemed to run fine (at least a few seconds longer than usual) and locked
up as soon as I pushed a button.

I also get the error message about IrqWait. That probably means that the
hardware stops generating interrupts and is in some messed-up state.
Would it be helpful for a developer with Radeon specs to see the last
DMA buffer that was submitted to the card before it locked up?


Unfortunately, the specs are missing a section 'DMA command streams
which cause lockups'. ;)



I could dump DMA buffers to a file and insert a radeonWaitForIdle right after
submitting (and dumping) DMA buffers, so I'm sure I really get the last
one *before* the card locks up.


This sounds like a good plan for you to debug this though.



I think I tracked it down to a race condition. If state is emitted while
the card is still processing vertices this could be a potential problem,
especially if things like texture offsets and sizes are changed. As a
workaround I emit a RADEON_WAIT_3D into the cmd buffer before emitting
state in radeon_emit_state_list. A patch is attached.

This is really just a workaround. A proper fix would have to be in the
kernel since a malicious client could still exploit the race condition.


I think it's misleading to label this as a race - you don't know enough about 
what's happening inside the card to call it one thing or another.

What it is is a workaround for a unspecified failure that may be a hardware 
bug, or may be some unknown bug in the way we put together command streams, or 
in fact might be any one of a zillion other things.

I'd be interested to see if you can narrow down the circumstances in which 
it's necessary to emit this as it looks fairly heavy handed -- effectively 
disables all state pipelining in the hardware.  Graphics cards not only know 
how to (normally) avoid statechanges scribbling on in-process vertices, they 
know how to handle statechanges without the overhead of a full pipeline flush.

It would be interesting to try and figure out which state changes are 
responsible for the lockups you're seeing...

Keith



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